At school, when certain things happen, we respond. When the whistle blows at recess -- we line up. When the teacher says, "Class, Class" -- we respond with "Yes, Yes". Both of those are examples of EVENTS. In programming, events are an important part of the code. They tell the computer what to do when something happens. For example, when we press Start or Run -- the game begins. When we click the Foo's belly, the code we created runs. Can you think of other events in coding or in real life?
Try your hand at using events! These activities do not require a device.
Grab a partner and the activity sheets. One person gives the events and the other player follows them on the map.
This arrow picture might be helpful for this activity!
Try your hand at using events in coding! These activities do require a device.
Students in grades 2-4 can practice their keyboarding skills on Typing Club. Your student can access Typing Club by going to their Portal on their Chromebook.
Each week Code.org will share a fun code challenge for you to try!